A few points:-
The story intro text didn't fit inside its window. It looked like the font size was larger than it was intended to be. This was at 800, 600 graphics resolution.
Character movement speed was too fast, particularly when running.
Night/day transitions were too abrupt. Personally I found the transitions annoying in general, but then I'm not a fan of night time transitions unless they have some relevance to game play.
I tried talking to one npc and the game froze up with no apparent way to exit the talk mode. Left and right clicking brought up a display in the top-left corner of the screen and another one with some text in the top center with the pointer intermittently visible, but none of the keys produced a response. It seemed like the game was stuck in a loop.
It wasn't clear enough what could and couldn't be interacted with, and what sort of interaction modes were available for interactive items. Some sort of visual indicator that is activated when the mouse pointer is over an item would make it more obvious. The way 'World of Warcaft' does it (by highlighting a mouseovered item and changing the mouse pointer image to indicate the interaction mode) is one example.
The story intro text didn't fit inside its window. It looked like the font size was larger than it was intended to be. This was at 800, 600 graphics resolution.
Character movement speed was too fast, particularly when running.
Night/day transitions were too abrupt. Personally I found the transitions annoying in general, but then I'm not a fan of night time transitions unless they have some relevance to game play.
I tried talking to one npc and the game froze up with no apparent way to exit the talk mode. Left and right clicking brought up a display in the top-left corner of the screen and another one with some text in the top center with the pointer intermittently visible, but none of the keys produced a response. It seemed like the game was stuck in a loop.
It wasn't clear enough what could and couldn't be interacted with, and what sort of interaction modes were available for interactive items. Some sort of visual indicator that is activated when the mouse pointer is over an item would make it more obvious. The way 'World of Warcaft' does it (by highlighting a mouseovered item and changing the mouse pointer image to indicate the interaction mode) is one example.